some improvements

This commit is contained in:
Yggdrasil75
2026-01-05 10:58:00 -05:00
parent 57e9834772
commit 466fa26dc7
4 changed files with 181 additions and 230 deletions

View File

@@ -38,7 +38,7 @@ void generateNoiseGrid(VoxelGrid& grid, PNoise2& noise) {
// Apply threshold to make some voxels "active" // Apply threshold to make some voxels "active"
// Higher threshold = sparser voxels // Higher threshold = sparser voxels
float threshold = 0.3f; float threshold = 0.01;
float active = (noiseVal > threshold) ? noiseVal : 0.0f; float active = (noiseVal > threshold) ? noiseVal : 0.0f;
// Create grayscale color based on noise value // Create grayscale color based on noise value
@@ -80,7 +80,17 @@ bool renderView(const std::string& filename, VoxelGrid& grid, const Vec3f& posit
return success; return success;
} }
// Function to rotate a vector around the Y axis Vec3f rotateX(const Vec3f& vec, float angle) {
TIME_FUNCTION;
float cosA = cos(angle);
float sinA = sin(angle);
return Vec3f(
vec.x,
vec.y * cosA - vec.z * sinA,
vec.y * sinA + vec.z * cosA
);
}
Vec3f rotateY(const Vec3f& vec, float angle) { Vec3f rotateY(const Vec3f& vec, float angle) {
TIME_FUNCTION; TIME_FUNCTION;
float cosA = cos(angle); float cosA = cos(angle);
@@ -92,6 +102,17 @@ Vec3f rotateY(const Vec3f& vec, float angle) {
); );
} }
Vec3f rotateZ(const Vec3f& vec, float angle) {
TIME_FUNCTION;
float cosA = cos(angle);
float sinA = sin(angle);
return Vec3f(
vec.x * cosA - vec.y * sinA,
vec.x * sinA + vec.y * cosA,
vec.z
);
}
int main() { int main() {
TIME_FUNCTION; TIME_FUNCTION;
std::cout << "=== Noise Grid Generator and Renderer ===" << std::endl; std::cout << "=== Noise Grid Generator and Renderer ===" << std::endl;
@@ -113,8 +134,7 @@ int main() {
// Camera distance from center (outside the grid) // Camera distance from center (outside the grid)
float cameraDistance = GRID_SIZE * 2.0f; float cameraDistance = GRID_SIZE * 2.0f;
// Create 180-degree rotation around the Y axis int numFrames = 360;
int numFrames = 2;
// Base camera position (looking from front) // Base camera position (looking from front)
Vec3f basePosition(0, 0, cameraDistance); Vec3f basePosition(0, 0, cameraDistance);
@@ -133,7 +153,45 @@ int main() {
// Create filename with frame number // Create filename with frame number
char filename[256]; char filename[256];
snprintf(filename, sizeof(filename), "output/frame_%03d.bmp", i); snprintf(filename, sizeof(filename), "output/framey_%03d.bmp", i);
std::cout << "Rendering frame " << i << "/" << numFrames
<< " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
renderView(filename, grid, finalPos, rotatedDir, up);
}
for (int i = 0; i <= numFrames; i++) {
float angle = (float)i / numFrames * M_PI; // 0 to π (180 degrees)
// Rotate camera position around Y axis
Vec3f rotatedPos = rotateZ(basePosition, angle);
Vec3f finalPos = gridCenter + rotatedPos;
//Vec3f rotatedDir = rotateY(baseDirection, angle);
Vec3f rotatedDir = (gridCenter - finalPos).normalized();
// Create filename with frame number
char filename[256];
snprintf(filename, sizeof(filename), "output/framez_%03d.bmp", i);
std::cout << "Rendering frame " << i << "/" << numFrames
<< " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
renderView(filename, grid, finalPos, rotatedDir, up);
}
for (int i = 0; i <= numFrames; i++) {
float angle = (float)i / numFrames * M_PI; // 0 to π (180 degrees)
// Rotate camera position around Y axis
Vec3f rotatedPos = rotateX(basePosition, angle);
Vec3f finalPos = gridCenter + rotatedPos;
//Vec3f rotatedDir = rotateY(baseDirection, angle);
Vec3f rotatedDir = (gridCenter - finalPos).normalized();
// Create filename with frame number
char filename[256];
snprintf(filename, sizeof(filename), "output/framex_%03d.bmp", i);
std::cout << "Rendering frame " << i << "/" << numFrames std::cout << "Rendering frame " << i << "/" << numFrames
<< " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl; << " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;

View File

@@ -1,6 +1,10 @@
#include <limits>
#ifndef M_PI #ifndef M_PI
#define M_PI 3.14159265358979323846f #define M_PI 3.14159265358979323846f
#endif #endif
#ifndef EPSILON #ifndef EPSILON
#define EPSILON 0.0000000000000000000000001f #define EPSILON 0.0000000000000000000000001f
#endif #endif
#ifndef INF
#define INF 2^31-1
#endif

View File

@@ -64,6 +64,47 @@ private:
Result(3,2) = -(zfar * zNear) / (zfar - zNear); Result(3,2) = -(zfar * zNear) / (zfar - zNear);
return Result; return Result;
} }
std::pair<float,float> rayBoxIntersect(Vec3f origin, Vec3f direction) {
Vec3f tBMin = Vec3f(0,0,0);
Vec3f tBMax = Vec3f(width, height, depth);
float tmin = 0;
float tmax = INF;
Vec3f invDir = direction.safeInverse();
for (int i = 0; i < 3; ++i) {
if (abs(direction[i] < EPSILON)) {
if (origin[i] < tBMin[i] || origin[i] > tBMax[i]) return std::make_pair(0.0f, 0.0f);
float t1 = tBMin[i] - origin[i] * invDir[i];
float t2 = tBMax[i] - origin[i] * invDir[i];
if (t1 > t2) std::swap(t1, t2);
if (t1 > tmin) tmin = t1;
if (t2 < tmax) tmax = t2;
if (tmin > tmax) return std::make_pair(0,0);
}
}
return std::make_pair(tmin, tmax);
}
//used to prevent division by 0 issues
bool specialCases(Vec3f origin, Vec3f direction, float maxDist, Vec3f hitColor) {
float stepSize = 0.5;
int maxSteps = maxDist/stepSize;
for (int step = 0; step < maxSteps; ++step) {
float t = step * stepSize;
Vec3f pos = Vec3f(origin + direction * t);
Vec3T voxelCoords = pos.floorToT();
if (inGrid(voxelCoords)) {
Voxel cv = get(voxelCoords);
if (cv.active > EPSILON) {
hitColor = cv.color.toFloat();
std::cout << "hit in special case at: " << voxelCoords << std::endl;
return true;
}
}
}
return false;
}
public: public:
VoxelGrid(size_t w, size_t h, size_t d) : width(w), height(h), depth(d) { VoxelGrid(size_t w, size_t h, size_t d) : width(w), height(h), depth(d) {
voxels.resize(w * h * d); voxels.resize(w * h * d);
@@ -125,6 +166,19 @@ public:
float aspect = static_cast<float>(imgWidth) / static_cast<float>(imgHeight); float aspect = static_cast<float>(imgWidth) / static_cast<float>(imgHeight);
Vec3f worldUp(0, 1, 0); Vec3f worldUp(0, 1, 0);
Vec3f camRight = worldUp.cross(dir).normalized(); Vec3f camRight = worldUp.cross(dir).normalized();
Vec3f camUp = dir.cross(camRight).normalized();
for (int y = 0; y < height; ++y) {
float ndcY = 1 - (2 * y / (height - 1));
float screenY = ndcY * tanFov;
for (int x = 0; x < width; ++x) {
float ndcX = (2 * x / (width - 1)) - 1;
float screenX = ndcX * aspect*tanFov;
Vec3f dir = (camRight * screenX + camUp * screenY + dir).normalized();
dirs[y*width+x] = dir;
}
}
return dirs;
} }
Vec3f perPixelRayDir(size_t x, size_t y, size_t imgWidth, size_t imgHeight, const Camera& cam) const { Vec3f perPixelRayDir(size_t x, size_t y, size_t imgWidth, size_t imgHeight, const Camera& cam) const {
@@ -143,234 +197,68 @@ public:
return rayDirWorld.normalized(); return rayDirWorld.normalized();
} }
bool rayCast(const Ray3f& ray, float maxDistance, Vec3f hitPos, Vec3f hitNormal, Vec3f& hitColor) { bool rayCast(Vec3f origin, Vec3f direction, float maxDist, Vec3f hitColor) {
hitColor = Vec3f(0,0,0); TIME_FUNCTION;
Vec3f rayDir = ray.direction; direction.normalized();
Vec3f rayOrigin = ray.origin; if (abs(direction.length()) < EPSILON) return false;
Vec3T currentVoxel = rayOrigin.floorToT();
Vec3i step;
step.x = (rayDir.x > 0) ? 1 : -1;
step.y = (rayDir.y > 0) ? 1 : -1;
step.z = (rayDir.z > 0) ? 1 : -1;
Vec3f tMax;
Vec3f tDelta;
bool startOut = false;
tDelta.x = std::abs(1.0 / rayDir.x); Vec3f invDir = direction.safeInverse();
tDelta.y = std::abs(1.0 / rayDir.y); Vec3T currentVoxel = origin.floorToT();
tDelta.z = std::abs(1.0 / rayDir.z);
tMax = mix(((rayOrigin - currentVoxel.toFloat()) / -rayDir).toFloat(),
(((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir).toFloat(),
rayDir.mask([](float x, float value) { return x > 0; }, 0));
if (!inGrid(rayOrigin)) { if (direction.x == 0 || direction.y == 0 || direction.z == 0) {
startOut = true; return specialCases(origin, direction, maxDist, hitColor);
Vec3f tBMin;
Vec3f tBMax;
tBMin.x = (0.0 - rayOrigin.x) / rayDir.x;
tBMax.x = (width - rayOrigin.x) / rayDir.x;
if (tBMin.x > tBMax.x) std::swap(tBMin.x, tBMax.x);
tBMin.y = (0.0 - rayOrigin.y) / rayDir.y;
tBMax.y = (height - rayOrigin.y) / rayDir.y;
if (tBMin.y > tBMax.y) std::swap(tBMin.y, tBMax.y);
tBMin.z = (0.0 - rayOrigin.z) / rayDir.z;
tBMax.z = (depth - rayOrigin.z) / rayDir.z;
if (tBMin.z > tBMax.z) std::swap(tBMin.z, tBMax.z);
float tEntry = tBMin.maxComp();
float tExit = tBMax.minComp();
if (tEntry > tExit || tExit < 0.0) return false;
if (tEntry < 0.0) tEntry = 0.0;
if (tEntry > 0.0) {
rayOrigin = rayOrigin + rayDir * tEntry;
currentVoxel = rayOrigin.floorToT();
tMax = mix(((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir,
(rayOrigin - currentVoxel) / -rayDir,
rayDir.mask([](float x, float value) { return x > 0; }, 0));
}
} }
// if (startOut && !inGrid(currentVoxel)) { if (!inGrid(currentVoxel)) {
// std::cout << "grid edge not found. " << currentVoxel << std::endl; std::pair<float,float> re = rayBoxIntersect(origin, direction);
// } float tEntry = re.first;
float tExit = re.second;
float tDist = 0.0; if (tEntry < EPSILON || tExit < EPSILON) return false;
float tStart = std::max(0.0f, tEntry);
// Main DDA loop if (tStart > maxDist) return false;
while (inGrid(currentVoxel) && tDist < maxDistance) { Vec3f gridOrig = Vec3f(origin+direction*tStart);
Voxel& voxel = get(currentVoxel); currentVoxel = gridOrig.floorToT();
// Ignore alpha - treat any voxel with active > 0 as solid
if (voxel.active > EPSILON) {
// Convert color from 0-255 to 0-1 range
Vec3f voxelColor(
static_cast<float>(voxel.color.x / 255.0),
static_cast<float>(voxel.color.y / 255.0),
static_cast<float>(voxel.color.z / 255.0)
);
// No alpha blending - just take the first solid voxel's color
hitColor = voxelColor;
hitPos = rayOrigin + rayDir * tDist;
// Determine which face was hit
if (tMax.x <= tMax.y && tMax.x <= tMax.z) {
hitNormal = Vec3f(-step.x, 0.0, 0.0);
} else if (tMax.y <= tMax.x && tMax.y <= tMax.z) {
hitNormal = Vec3f(0.0, -step.y, 0.0);
} else {
hitNormal = Vec3f(0.0, 0.0, -step.z);
}
return true; // Return immediately on first solid hit
}
// Move to next voxel
if (tMax.x < tMax.y) {
if (tMax.x < tMax.z) {
tDist = tMax.x;
tMax.x += tDelta.x;
currentVoxel.x += step.x;
} else {
tDist = tMax.z;
tMax.z += tDelta.z;
currentVoxel.z += step.z;
}
} else {
if (tMax.y < tMax.z) {
tDist = tMax.y;
tMax.y += tDelta.y;
currentVoxel.y += step.y;
} else {
tDist = tMax.z;
tMax.z += tDelta.z;
currentVoxel.z += step.z;
}
}
} }
return false; Vec3i8 step = Vec3i8(direction.x >= 0 ? 1 : -1, direction.y >= 0 ? 1 : -1, direction.z >= 0 ? 1 : -1);
Vec3f nextVoxel = Vec3f(currentVoxel.x + (step.x>0 ? 1 : 0) - origin.x,
currentVoxel.y + (step.y>0 ? 1 : 0) - origin.y,
currentVoxel.z + (step.z>0 ? 1 : 0) - origin.z);
Vec3f tMax = nextVoxel*invDir;
Vec3f tDelta = invDir.abs();
float aalpha = 0;
while (inGrid(currentVoxel)) {
Voxel cv = get(currentVoxel);
if (cv.active > EPSILON) {
hitColor = (hitColor * aalpha) + (cv.color * cv.active);
aalpha += cv.active;
}
if (aalpha >= 1 ) {
//std::cout << "hit in normal case at: " << currentVoxel << " due to alpha overload" << std::endl;
return true;
}
if (tMax.x < tMax.y && tMax.x < tMax.z) {
if (tMax.x > maxDist) break;
currentVoxel = (currentVoxel.x + step.x, currentVoxel.y, currentVoxel.z);
tMax.x += tDelta.x;
} else if (tMax.y < tMax.z)
{
currentVoxel = (currentVoxel.x, currentVoxel.y + step.y, currentVoxel.z);
tMax.y += tDelta.y;
}
else {
currentVoxel = (currentVoxel.x, currentVoxel.y, currentVoxel.z + step.z);
tMax.z += tDelta.z;
}
}
if (aalpha > EPSILON) {
//std::cout << "hit in normal case " << " due to any alpha" << std::endl;
return true;
} else return false;
} }
// bool rayCast(const Ray3f& ray, float maxDistance, Vec3f hitPos, Vec3f hitNormal, Vec3f& hitColor) {
// hitColor = Vec3f(0,0,0);
// Vec3f rayDir = ray.direction;
// Vec3f rayOrigin = ray.origin;
// Vec3T currentVoxel = rayOrigin.floorToT();
// Vec3i step;
// step.x = (rayDir.x > 0) ? 1 : -1;
// step.y = (rayDir.y > 0) ? 1 : -1;
// step.z = (rayDir.z > 0) ? 1 : -1;
// Vec3f tMax;
// Vec3f tDelta;
// bool startOut = false;
// tDelta.x = std::abs(1.0 / rayDir.x);
// tDelta.y = std::abs(1.0 / rayDir.y);
// tDelta.z = std::abs(1.0 / rayDir.z);
// tMax = mix(((rayOrigin - currentVoxel.toFloat()) / -rayDir).toFloat(), (((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir).toFloat(), rayDir.mask([](float x, float value) { return x > 0; }, 0));
// if (!inGrid(rayOrigin)) {
// startOut = true;
// /*
// The initialization phase begins by identifying the voxel in which the ray origin, →
// u, is found. If the ray origin is outside the grid, we find the point in which the ray enters the grid and take the adjacent voxel. The integer
// variables X and Y are initialized to the starting voxel coordinates. In addition, the variables stepX and
// stepY are initialized to either 1 or -1 indicating whether X and Y are incremented or decremented as the
// ray crosses voxel boundaries (this is determined by the sign of the x and y components of →
// v).
// Next, we determine the value of t at which the ray crosses the first vertical voxel boundary and
// store it in variable tMaxX. We perform a similar computation in y and store the result in tMaxY. The
// minimum of these two values will indicate how much we can travel along the ray and still remain in the
// current voxel.
// */
// Vec3f tBMin;
// Vec3f tBMax;
// tBMin.x = (0.0 - rayOrigin.x) / rayDir.x;
// tBMax.x = (width - rayOrigin.x) / rayDir.x;
// if (tBMin.x > tBMax.x) std::swap(tBMin.x, tBMax.x);
// tBMin.y = (0.0 - rayOrigin.y) / rayDir.y;
// tBMax.y = (height - rayOrigin.y) / rayDir.y;
// if (tBMin.y > tBMax.y) std::swap(tBMin.y, tBMax.y);
// tBMin.z = (0.0 - rayOrigin.z) / rayDir.z;
// tBMax.z = (depth - rayOrigin.z) / rayDir.z;
// if (tBMin.z > tBMax.z) std::swap(tBMin.z, tBMax.z);
// float tEntry = tBMin.maxComp();
// float tExit = tBMax.minComp();
// if (tEntry > tExit || tExit < 0.0) return false;
// if (tEntry < 0.0) tEntry = 0.0;
// if (tEntry > 0.0) {
// rayOrigin = rayOrigin + rayDir * tEntry;
// currentVoxel = rayOrigin.floorToT();
// tMax = mix(((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir, (rayOrigin - currentVoxel) / -rayDir, rayDir.mask([](float x, float value) { return x > 0; }, 0) );
// }
// }
// if (startOut && !inGrid(currentVoxel)) std::cout << "grid edge not found. " << currentVoxel << std::endl;
// float aalpha = 0.0;
// bool hit = false;
// float tDist = 0.0;
// /*
// Finally, we compute tDeltaX and tDeltaY. TDeltaX indicates how far along the ray we must move
// (in units of t) for the horizontal component of such a movement to equal the width of a voxel. Similarly,
// we store in tDeltaY the amount of movement along the ray which has a vertical component equal to the
// height of a voxel.
// */
// while (inGrid(currentVoxel) && tDist < maxDistance) {
// Voxel& voxel = get(currentVoxel);
// if (voxel.active > EPSILON) {
// Vec3f voxelColor(static_cast<float>(voxel.color.x / 255.0), static_cast<float>(voxel.color.y / 255.0), static_cast<float>(voxel.color.z / 255.0));
// float contribution = voxel.active * (1.0 - aalpha);
// hitColor = hitColor + voxelColor * contribution;
// aalpha += contribution;
// hitPos = rayOrigin + rayDir * tDist;
// if (tMax.x <= tMax.y && tMax.x <= tMax.z) {
// hitNormal = Vec3f(-step.x, 0.0, 0.0);
// } else if (tMax.y <= tMax.x && tMax.y <= tMax.z) {
// hitNormal = Vec3f(0.0, -step.y, 0.0);
// } else {
// hitNormal = Vec3f(0.0, 0.0, -step.z);
// }
// }
// if (aalpha > EPSILON) {
// hit = true;
// }
// if (tMax.x < tMax.y) {
// if (tMax.x < tMax.z) {
// tDist = tMax.x;
// tMax.x += tDelta.x;
// currentVoxel.x += step.x;
// } else {
// tDist = tMax.z;
// tMax.z += tDelta.z;
// currentVoxel.z += step.z;
// }
// } else {
// if (tMax.y < tMax.z) {
// tDist = tMax.y;
// tMax.y += tDelta.y;
// currentVoxel.y += step.y;
// } else {
// tDist = tMax.z;
// tMax.z += tDelta.z;
// currentVoxel.z += step.z;
// }
// }
// }
// // if (aalpha > EPSILON) {
// // std::cout << "hit at: " << currentVoxel << " with value of " << aalpha << std::endl;
// // }
// return hit;
// }
size_t getWidth() const { size_t getWidth() const {
return width; return width;
@@ -384,9 +272,9 @@ public:
void renderOut(std::vector<uint8_t>& output, size_t& outwidth, size_t& outheight, const Camera& cam) { void renderOut(std::vector<uint8_t>& output, size_t& outwidth, size_t& outheight, const Camera& cam) {
output.resize(outwidth * outheight * 3); output.resize(outwidth * outheight * 3);
Vec3f backgroundColor(0.1f, 0.1f, 0.1f); Vec3f backgroundColor(0.1f, 0.1f, 1.0f);
float maxDistance = std::sqrt(width*width + height*height + depth*depth) * 2.0f; float maxDistance = std::sqrt(width*width + height*height + depth*depth) * 2.0f;
std::vector<Vec3f> dirs = genPixelDirs(cam.posfor.origin, cam.posfor.direction, outwidth, outheight, cam.fov);
for (size_t y = 0; y < outheight; y++) { for (size_t y = 0; y < outheight; y++) {
for (size_t x = 0; x < outwidth; x++) { for (size_t x = 0; x < outwidth; x++) {
Vec3f rayDir = perPixelRayDir(x, y, outwidth, outheight, cam); Vec3f rayDir = perPixelRayDir(x, y, outwidth, outheight, cam);
@@ -394,7 +282,7 @@ public:
Vec3f hitPos; Vec3f hitPos;
Vec3f hitNorm; Vec3f hitNorm;
Vec3f hitColor; Vec3f hitColor;
bool hit = rayCast(ray, maxDistance, hitPos, hitNorm, hitColor); bool hit = rayCast(cam.posfor.origin, rayDir, maxDistance, hitColor);
Vec3f finalColor; Vec3f finalColor;
if (!hit) { if (!hit) {

View File

@@ -458,6 +458,7 @@ using Vec3i = Vec3<int>;
using Vec3i8 = Vec3<int8_t>; using Vec3i8 = Vec3<int8_t>;
using Vec3ui8 = Vec3<uint8_t>; using Vec3ui8 = Vec3<uint8_t>;
using Vec3T = Vec3<size_t>; using Vec3T = Vec3<size_t>;
using Vec3b = Vec3<bool>;
template<typename T> template<typename T>
inline std::ostream& operator<<(std::ostream& os, const Vec3<T>& vec) { inline std::ostream& operator<<(std::ostream& os, const Vec3<T>& vec) {